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main_transparent_pass_2d render node command encoding parallelization #17735

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120 changes: 66 additions & 54 deletions crates/bevy_core_pipeline/src/core_2d/main_transparent_pass_2d_node.rs
Original file line number Diff line number Diff line change
Expand Up @@ -4,8 +4,8 @@ use bevy_render::{
camera::ExtractedCamera,
diagnostic::RecordDiagnostics,
render_graph::{NodeRunError, RenderGraphContext, ViewNode},
render_phase::ViewSortedRenderPhases,
render_resource::{RenderPassDescriptor, StoreOp},
render_phase::{TrackedRenderPass, ViewSortedRenderPhases},
render_resource::{CommandEncoderDescriptor, RenderPassDescriptor, StoreOp},
renderer::RenderContext,
view::{ExtractedView, ViewDepthTexture, ViewTarget},
};
Expand Down Expand Up @@ -42,63 +42,75 @@ impl ViewNode for MainTransparentPass2dNode {
return Ok(());
};

// This needs to run at least once to clear the background color, even if there are no items to render
{
#[cfg(feature = "trace")]
let _main_pass_2d = info_span!("main_transparent_pass_2d").entered();

let diagnostics = render_context.diagnostic_recorder();

let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
label: Some("main_transparent_pass_2d"),
color_attachments: &[Some(target.get_color_attachment())],
// NOTE: For the transparent pass we load the depth buffer. There should be no
// need to write to it, but store is set to `true` as a workaround for issue #3776,
// https://github.com/bevyengine/bevy/issues/3776
// so that wgpu does not clear the depth buffer.
// As the opaque and alpha mask passes run first, opaque meshes can occlude
// transparent ones.
depth_stencil_attachment: Some(depth.get_attachment(StoreOp::Store)),
timestamp_writes: None,
occlusion_query_set: None,
});

let pass_span = diagnostics.pass_span(&mut render_pass, "main_transparent_pass_2d");

if let Some(viewport) = camera.viewport.as_ref() {
render_pass.set_camera_viewport(viewport);
}
let diagnostics = render_context.diagnostic_recorder();

render_context.add_command_buffer_generation_task(move |render_device| {
// Command encoder setup
let mut command_encoder =
render_device.create_command_encoder(&CommandEncoderDescriptor {
label: Some("main_transparent_pass_2d_command_encoder"),
});

if !transparent_phase.items.is_empty() {
// This needs to run at least once to clear the background color, even if there are no items to render
{
#[cfg(feature = "trace")]
let _transparent_main_pass_2d_span =
info_span!("transparent_main_pass_2d").entered();
if let Err(err) = transparent_phase.render(&mut render_pass, world, view_entity) {
error!("Error encountered while rendering the transparent 2D phase {err:?}");
let _main_pass_2d = info_span!("main_transparent_pass_2d").entered();

let render_pass = command_encoder.begin_render_pass(&RenderPassDescriptor {
label: Some("main_transparent_pass_2d"),
color_attachments: &[Some(target.get_color_attachment())],
// NOTE: For the transparent pass we load the depth buffer. There should be no
// need to write to it, but store is set to `true` as a workaround for issue #3776,
// https://github.com/bevyengine/bevy/issues/3776
// so that wgpu does not clear the depth buffer.
// As the opaque and alpha mask passes run first, opaque meshes can occlude
// transparent ones.
depth_stencil_attachment: Some(depth.get_attachment(StoreOp::Store)),
timestamp_writes: None,
occlusion_query_set: None,
});
let mut render_pass = TrackedRenderPass::new(&render_device, render_pass);

let pass_span = diagnostics.pass_span(&mut render_pass, "main_transparent_pass_2d");

if let Some(viewport) = camera.viewport.as_ref() {
render_pass.set_camera_viewport(viewport);
}

if !transparent_phase.items.is_empty() {
#[cfg(feature = "trace")]
let _transparent_main_pass_2d_span =
info_span!("transparent_main_pass_2d").entered();
if let Err(err) = transparent_phase.render(&mut render_pass, world, view_entity)
{
error!(
"Error encountered while rendering the transparent 2D phase {err:?}"
);
}
}

pass_span.end(&mut render_pass);
}

// WebGL2 quirk: if ending with a render pass with a custom viewport, the viewport isn't
// reset for the next render pass so add an empty render pass without a custom viewport
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
if camera.viewport.is_some() {
#[cfg(feature = "trace")]
let _reset_viewport_pass_2d = info_span!("reset_viewport_pass_2d").entered();
let pass_descriptor = RenderPassDescriptor {
label: Some("reset_viewport_pass_2d"),
color_attachments: &[Some(target.get_color_attachment())],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
};

command_encoder.begin_render_pass(&pass_descriptor);
}

pass_span.end(&mut render_pass);
}

// WebGL2 quirk: if ending with a render pass with a custom viewport, the viewport isn't
// reset for the next render pass so add an empty render pass without a custom viewport
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
if camera.viewport.is_some() {
#[cfg(feature = "trace")]
let _reset_viewport_pass_2d = info_span!("reset_viewport_pass_2d").entered();
let pass_descriptor = RenderPassDescriptor {
label: Some("reset_viewport_pass_2d"),
color_attachments: &[Some(target.get_color_attachment())],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
};

render_context
.command_encoder()
.begin_render_pass(&pass_descriptor);
}
command_encoder.finish()
});

Ok(())
}
Expand Down